
namespace Dict.Config
{
    public class TableFactorConst
    {
        		/// <summary>
		/// 行
		/// </summary>
		public const string row ="row";
		/// <summary>
		/// 列
		/// </summary>
		public const string col ="col";
		/// <summary>
		/// 世界
		/// </summary>
		public const string space ="space";
		/// <summary>
		/// 当前自己贡献的连击数
		/// </summary>
		public const string selfComboNum ="selfComboNum";
		/// <summary>
		/// 连击数
		/// </summary>
		public const string comboNum ="comboNum";
		/// <summary>
		/// 全体剩余总血量
		/// </summary>
		public const string totalLeftHp ="totalLeftHp";
		/// <summary>
		/// 全体总血量
		/// </summary>
		public const string totalMaxHp ="totalMaxHp";
		/// <summary>
		/// 己方的回合数
		/// </summary>
		public const string selfRoundNum ="selfRoundNum";
		/// <summary>
		/// 被击技能近战/远程
		/// </summary>
		public const string skillClass ="skillClass";
		/// <summary>
		/// 人物的第一伤害技能类型
		/// </summary>
		public const string skillType ="skillType";
		/// <summary>
		/// 当前正在释放的技能类型
		/// </summary>
		public const string curSkillType ="curSkillType";
		/// <summary>
		/// 当前正在释放的技能序号(0,1为普通，2为大招)
		/// </summary>
		public const string curSkillIndex ="curSkillIndex";
		/// <summary>
		/// 死亡的队友人数
		/// </summary>
		public const string teammateDeadNum ="teammateDeadNum";
		/// <summary>
		/// 活着的己方人数
		/// </summary>
		public const string aliveNum ="aliveNum";
		/// <summary>
		/// 活着的敌方人数
		/// </summary>
		public const string aliveEnemyNum ="aliveEnemyNum";
		/// <summary>
		/// 正在释放技能的人数
		/// </summary>
		public const string doskillNum ="doskillNum";
		/// <summary>
		/// 被敌方多少人技能锁定为目标
		/// </summary>
		public const string targetOfEnemyNum ="targetOfEnemyNum";
		/// <summary>
		/// 浮空倒地状态
		/// </summary>
		public const string speState ="speState";
		/// <summary>
		/// 身上debuff的个数
		/// </summary>
		public const string debuffNum ="debuffNum";
		/// <summary>
		/// 回合消耗怒气的值
		/// </summary>
		public const string roundMinusAngerNum ="roundMinusAngerNum";
		/// <summary>
		/// 血量值
		/// </summary>
		public const string hp ="hp";
		/// <summary>
		/// 血量（百分比）
		/// </summary>
		public const string perhp ="perhp";
		/// <summary>
		/// 最大血量值
		/// </summary>
		public const string maxHp ="maxHp";
		/// <summary>
		/// 攻击值
		/// </summary>
		public const string att ="att";
		/// <summary>
		/// 攻击（百分比）
		/// </summary>
		public const string peratt ="peratt";
		/// <summary>
		/// 物理攻击值
		/// </summary>
		public const string patt ="patt";
		/// <summary>
		/// 物理攻击（百分比）
		/// </summary>
		public const string perpatt ="perpatt";
		/// <summary>
		/// 魔法攻击值
		/// </summary>
		public const string matt ="matt";
		/// <summary>
		/// 魔法攻击（百分比）
		/// </summary>
		public const string permatt ="permatt";
		/// <summary>
		/// 防御值
		/// </summary>
		public const string def ="def";
		/// <summary>
		/// 防御（百分比）
		/// </summary>
		public const string perdef ="perdef";
		/// <summary>
		/// 物理防御值
		/// </summary>
		public const string pdef ="pdef";
		/// <summary>
		/// 物理防御（百分比）
		/// </summary>
		public const string perpdef ="perpdef";
		/// <summary>
		/// 魔法防御值
		/// </summary>
		public const string mdef ="mdef";
		/// <summary>
		/// 魔法防御（百分比）
		/// </summary>
		public const string permdef ="permdef";
		/// <summary>
		/// 命中概率（百分比）
		/// </summary>
		public const string hit ="hit";
		/// <summary>
		/// 闪避概率（百分比）
		/// </summary>
		public const string dodge ="dodge";
		/// <summary>
		/// 暴击概率（百分比）
		/// </summary>
		public const string cri ="cri";
		/// <summary>
		/// 暴击因子（暴击伤害百分比）
		/// </summary>
		public const string criFactor ="criFactor";
		/// <summary>
		/// 抗暴击概率（百分比）
		/// </summary>
		public const string antiCri ="antiCri";
		/// <summary>
		/// 治疗值
		/// </summary>
		public const string cure ="cure";
		/// <summary>
		/// 被治疗值
		/// </summary>
		public const string heal ="heal";
		/// <summary>
		/// 治疗加成（百分比）
		/// </summary>
		public const string treatAdd ="treatAdd";
		/// <summary>
		/// 伤害加成（百分比）
		/// </summary>
		public const string damageAdd ="damageAdd";
		/// <summary>
		/// 伤害减免（百分比）
		/// </summary>
		public const string damageReduce ="damageReduce";
		/// <summary>
		/// 物理伤害减免（百分比）
		/// </summary>
		public const string pdamageReduce ="pdamageReduce";
		/// <summary>
		/// 法术伤害减免（百分比）
		/// </summary>
		public const string mdamageReduce ="mdamageReduce";
		/// <summary>
		/// 毒
		/// </summary>
		public const string poisonDam ="poisonDam";
		/// <summary>
		/// 毒伤加成
		/// </summary>
		public const string poison ="poison";
		/// <summary>
		/// 毒免伤加成
		/// </summary>
		public const string antiPoison ="antiPoison";
		/// <summary>
		/// 火
		/// </summary>
		public const string fireDam ="fireDam";
		/// <summary>
		/// 火伤加成
		/// </summary>
		public const string fire ="fire";
		/// <summary>
		/// 火免伤加成
		/// </summary>
		public const string antiFire ="antiFire";
		/// <summary>
		/// 冰（减hit和dodge）
		/// </summary>
		public const string ice ="ice";
		/// <summary>
		/// 格挡伤害（百分比）
		/// </summary>
		public const string blockDam ="blockDam";
		/// <summary>
		/// 反伤伤害（百分比）
		/// </summary>
		public const string counterStrikeDam ="counterStrikeDam";
		/// <summary>
		/// 反伤真实伤害（百分比）
		/// </summary>
		public const string counterStrikeRealDam ="counterStrikeRealDam";
		/// <summary>
		/// 额外伤害（百分比）
		/// </summary>
		public const string additionAttDam ="additionAttDam";
		/// <summary>
		/// 额外真实伤害（百分比）
		/// </summary>
		public const string additionAttRealDam ="additionAttRealDam";
		/// <summary>
		/// 降低受到负面buff的概率
		/// </summary>
		public const string minusDebuffOdds ="minusDebuffOdds";
		/// <summary>
		/// 降低受到负面buff的概率的百分比
		/// </summary>
		public const string minusDebuffperOdds ="minusDebuffperOdds";
		/// <summary>
		/// 无视防御和伤害减免，造成真实伤害
		/// </summary>
		public const string immuneDef ="immuneDef";
		/// <summary>
		/// 临时清除对方防御及伤害减免，对特定目标造成真实伤害
		/// </summary>
		public const string tempClearDef ="tempClearDef";
		/// <summary>
		/// 免疫Debuff
		/// </summary>
		public const string immuneDebuff ="immuneDebuff";
		/// <summary>
		/// 免疫眩晕
		/// </summary>
		public const string immuneDizzy ="immuneDizzy";
		/// <summary>
		/// 免疫浮空倒地状态
		/// </summary>
		public const string immuneFloatBreak ="immuneFloatBreak";
		/// <summary>
		/// 恢复血量
		/// </summary>
		public const string recover ="recover";
		/// <summary>
		/// 在回合开始时恢复血量
		/// </summary>
		public const string recoverBySelfRound ="recoverBySelfRound";
		/// <summary>
		/// 降低恢复血量
		/// </summary>
		public const string minusAddperhp ="minusAddperhp";
		/// <summary>
		/// 吸血（百分比）
		/// </summary>
		public const string lifestealHp ="lifestealHp";
		/// <summary>
		/// 怒气增加百分比
		/// </summary>
		public const string peranger ="peranger";
		/// <summary>
		/// 怒气
		/// </summary>
		public const string anger ="anger";
		/// <summary>
		/// 隐身
		/// </summary>
		public const string invisible ="invisible";
		/// <summary>
		/// 无敌
		/// </summary>
		public const string invincible ="invincible";
		/// <summary>
		/// 必中
		/// </summary>
		public const string mustHit ="mustHit";
		/// <summary>
		/// 必暴
		/// </summary>
		public const string mustCri ="mustCri";
		/// <summary>
		/// 眩晕
		/// </summary>
		public const string dizzy ="dizzy";
		/// <summary>
		/// 禁止释放小招1
		/// </summary>
		public const string forbidFirstSkill ="forbidFirstSkill";
		/// <summary>
		/// 禁止释放小招2
		/// </summary>
		public const string forbidSecondSkill ="forbidSecondSkill";
		/// <summary>
		/// 禁止释放大招
		/// </summary>
		public const string forbidUltimateSkill ="forbidUltimateSkill";
		/// <summary>
		/// 禁止技能增加怒气
		/// </summary>
		public const string forbidAddSkillAnger ="forbidAddSkillAnger";
		/// <summary>
		/// 禁止回血
		/// </summary>
		public const string forbidAddHp ="forbidAddHp";
		/// <summary>
		/// 不会减血
		/// </summary>
		public const string immuneMinusHp ="immuneMinusHp";
		/// <summary>
		/// 减血为最大生命的百分比（但不能超过攻击的X%）
		/// </summary>
		public const string minusMaxHpPercent ="minusMaxHpPercent";
		/// <summary>
		/// 随机其中一个buff
		/// </summary>
		public const string randomBuff ="randomBuff";
		/// <summary>
		/// 清除一个buff
		/// </summary>
		public const string clearOneBuff ="clearOneBuff";
		/// <summary>
		/// 清除全部buff
		/// </summary>
		public const string clearAllBuff ="clearAllBuff";
		/// <summary>
		/// 清除一个debuff
		/// </summary>
		public const string clearOneDebuff ="clearOneDebuff";
		/// <summary>
		/// 清除全部debuff
		/// </summary>
		public const string clearAllDebuff ="clearAllDebuff";
		/// <summary>
		/// 血盾
		/// </summary>
		public const string shield ="shield";
		/// <summary>
		/// 物理血盾
		/// </summary>
		public const string pshield ="pshield";
		/// <summary>
		/// 魔法血盾
		/// </summary>
		public const string mshield ="mshield";
		/// <summary>
		/// 复活并回血总血量的百分比
		/// </summary>
		public const string reboundPerMaxhp ="reboundPerMaxhp";
		/// <summary>
		/// 回血总血量的百分比并隐身
		/// </summary>
		public const string reliveAndinvisible ="reliveAndinvisible";
		/// <summary>
		/// 流血（被攻击时额外掉血，大招无效）
		/// </summary>
		public const string bleeding ="bleeding";
		/// <summary>
		/// 无法击杀目标（给目标留最后一滴血）
		/// </summary>
		public const string canNotKill ="canNotKill";
		/// <summary>
		/// 不败，自己回合结束时死亡
		/// </summary>
		public const string dieAfterLastAttack ="dieAfterLastAttack";
		/// <summary>
		/// 血量越低伤害越高
		/// </summary>
		public const string perhpTodamageAdd ="perhpTodamageAdd";
		/// <summary>
		/// 血量越低免伤越低
		/// </summary>
		public const string perhpTodamageReduce ="perhpTodamageReduce";
		/// <summary>
		/// 血量越低被治疗量越高
		/// </summary>
		public const string perhpToheal ="perhpToheal";
		/// <summary>
		/// 血量越低闪避越高
		/// </summary>
		public const string perhpTododge ="perhpTododge";
		/// <summary>
		/// 血量越低暴击越高
		/// </summary>
		public const string perhpTocri ="perhpTocri";
		/// <summary>
		/// 血量越低防御越高
		/// </summary>
		public const string perhpTodef ="perhpTodef";
		/// <summary>
		/// 血量越低防御越高
		/// </summary>
		public const string perhpToperdef ="perhpToperdef";
		/// <summary>
		/// 连击数越高暴击越高
		/// </summary>
		public const string comboNumTocri ="comboNumTocri";
		/// <summary>
		/// 能量越高攻击越高
		/// </summary>
		public const string angerToperatt ="angerToperatt";
		/// <summary>
		/// 能量越高暴击越高
		/// </summary>
		public const string angerTocri ="angerTocri";
		/// <summary>
		/// 能量越高闪避越高
		/// </summary>
		public const string angerTododge ="angerTododge";
		/// <summary>
		/// 攻击百分比转血盾
		/// </summary>
		public const string sourceperattToshield ="sourceperattToshield";
		/// <summary>
		/// 减防御方免伤为我当前命中的n倍
		/// </summary>
		public const string sourceNhitToperdef ="sourceNhitToperdef";
		/// <summary>
		/// 降低一回合CD
		/// </summary>
		public const string minusSkillCoolDown ="minusSkillCoolDown";
		/// <summary>
		/// 增加受伤的x%的血量
		/// </summary>
		public const string addperReduceHp ="addperReduceHp";
		/// <summary>
		/// 提升等级x%的命中
		/// </summary>
		public const string perlevelTohit ="perlevelTohit";
		/// <summary>
		/// 提升等级x%的闪避
		/// </summary>
		public const string perlevelTododge ="perlevelTododge";
		/// <summary>
		/// 提升攻击x%的防御
		/// </summary>
		public const string perattTodef ="perattTodef";
		/// <summary>
		/// 提升buff对象防御为己方防御的x%
		/// </summary>
		public const string sourceperdefTodef ="sourceperdefTodef";
		/// <summary>
		/// 提升buff对象物理防御为己方物理防御的x%
		/// </summary>
		public const string sourceperpdefTopdef ="sourceperpdefTopdef";
		/// <summary>
		/// 提升buff对象魔法防御为己方魔法防御的x%
		/// </summary>
		public const string sourcepermdefTomdef ="sourcepermdefTomdef";
		/// <summary>
		/// 提审buff对象攻击为己方攻击的x%
		/// </summary>
		public const string sourceperattToatt ="sourceperattToatt";
		/// <summary>
		/// 能量越高防御越高
		/// </summary>
		public const string angerToperdef ="angerToperdef";
		/// <summary>
		/// 能量越高物理防御越高
		/// </summary>
		public const string angerToperpdef ="angerToperpdef";
		/// <summary>
		/// 能量越高魔法防御越高
		/// </summary>
		public const string angerTopermdef ="angerTopermdef";
		/// <summary>
		/// 能量吸收
		/// </summary>
		public const string angerChange ="angerChange";
		/// <summary>
		/// 吸收能量同时给己方增加血量
		/// </summary>
		public const string angerChangeAndAddHp ="angerChangeAndAddHp";
		/// <summary>
		/// 改变能量的同时改变血量（第一个值为能量变化，第二个值为1能量的血量百分比变化）
		/// </summary>
		public const string angerAndhp ="angerAndhp";
		/// <summary>
		/// 每M能量能抵N百分比的血量
		/// </summary>
		public const string MangerToNperhp ="MangerToNperhp";
		/// <summary>
		/// 每降低M%血量增加N能量
		/// </summary>
		public const string MperhpreduceToNanger ="MperhpreduceToNanger";
		/// <summary>
		/// 延迟（时间/回合）创建新buff
		/// </summary>
		public const string delayCreateBuffs ="delayCreateBuffs";
		/// <summary>
		/// 武器攻击力%
		/// </summary>
		public const string WeaponPerAtt ="WeaponPerAtt";
		/// <summary>
		/// 攻击百分比转血盾(吸收魔法伤害)
		/// </summary>
		public const string sourceperattTomshield ="sourceperattTomshield";
		/// <summary>
		/// 攻击百分比转血盾(吸收物理伤害)
		/// </summary>
		public const string sourceperattTopshield ="sourceperattTopshield";
		/// <summary>
		/// 能量增长系数
		/// </summary>
		public const string angerRate ="angerRate";
		/// <summary>
		/// 突破等级越高闪避越高
		/// </summary>
		public const string breachedLevelTododge ="breachedLevelTododge";
		/// <summary>
		/// 无视对方buff(buff当前临时不生效)
		/// </summary>
		public const string uneffectBuffOnce ="uneffectBuffOnce";
		/// <summary>
		/// 治疗自己受伤百分比，并回治疗值相关的攻击
		/// </summary>
		public const string treatHurtAndAddperAtt ="treatHurtAndAddperAtt";
		/// <summary>
		/// 由血量最高的队友承担部分伤害系数
		/// </summary>
		public const string damShareByMaxHpTeammate ="damShareByMaxHpTeammate";
		/// <summary>
		/// 回合开始时触发额外攻击
		/// </summary>
		public const string additionAttBySelfRound ="additionAttBySelfRound";
		/// <summary>
		/// 回合开始时加减总血量的百分比
		/// </summary>
		public const string permaxHpBySelfRound ="permaxHpBySelfRound";
		/// <summary>
		/// 最大血量的百分比
		/// </summary>
		public const string permaxHp ="permaxHp";
		/// <summary>
		/// 额外伤害最大血量百分比
		/// </summary>
		public const string additionSourcepermaxHp ="additionSourcepermaxHp";
		/// <summary>
		/// 暴击率越高闪避率越高
		/// </summary>
		public const string criTododge ="criTododge";
		/// <summary>
		/// 暴击率越高暴击系数越高
		/// </summary>
		public const string criTocriFactor ="criTocriFactor";
		/// <summary>
		/// 增加己方活人X倍的能量
		/// </summary>
		public const string addAngerByXAliveNum ="addAngerByXAliveNum";
		/// <summary>
		/// 敌人越少，伤害越高（1人-args1,2人-args2,3人-args3）
		/// </summary>
		public const string minEnemyMoreDam ="minEnemyMoreDam";
		/// <summary>
		/// 最高受伤为总血量的百分比(填负值)
		/// </summary>
		public const string maxhpLimitDam ="maxhpLimitDam";
		/// <summary>
		/// 随机敌方除目标以外的一人承受相同减血伤害（一回合一变）
		/// </summary>
		public const string sameDamForRandom ="sameDamForRandom";

    }
}
